Thanks for the update :D! I just started a fisherman playthrough, planning on making my own Empire out of fish now >:-). The mod is perfect as it is, seriously, but I noticed this: When I robbed a store, I noticed that if the PC is carrying only septim bills or gold/silver coins, when the guard arrests you, even if you have enough gold to pay to not spend time in jail, it doesn't appear as an option because they're only counting the copper septims. Also, when serving time, the interest doesn't raise. I noticed that after spending 30 days in jail, nothing changed on my account. But seriously again, these are very minor things, the mod is great and exactly what I wanted right now and either way barely anyone really decides to go to jail, just reload a save XD 12/10 mod
That's strange, the bills auto convert when the dialogue window is opened. I'll check it out.
Also, bizarre that jail doesn't increase interest. I basically check almost constantly or so if the Day changed from the last check and then update the interest if it's different. I'll look into that as well.
Also, after playing for a while and using the Investment system more extensively, I've observed that over time, most commodities will reach exorbitant prices. For instance, Glass had a buy/sell value of nearly 2 million septims at one point. One possible solution could be to establish a limit on how high these prices can rise, or perhaps have the prices reset to their normal levels after a week, regardless of any changes that occurred to inflate or deflate them. Maybe even implement both solutions. Additionally, I noticed that the right side of the investment menu does not display updates accurately. While the price change and the increased selling value for shares are visible at the top, the five commodities on the right do not reflect the correct prices. It seemed like the prices were decreasing, but in reality, they were increasing. The menu would only update to show the current prices of everything after buying or selling any shares, If I didn't do that the prices would stay frozen. Reloading a save did update it correctly but the problem persisted later. Furthermore, the issue with being sent to jail might be related to how the serving time mechanism functions. It's possible that the serving time mechanic sends you to a specific day, and the interest calculation interprets that as if only one day has passed. One way to verify this would be to commit multiple crimes resulting in fines of 1000 septims each(since for every 100 septim the PC stays 1 day in prison), get arrested seven times, or for the duration required for the interest to accrue. I can do this later and check it for you.
1.2.0 will now update for each day passed instead of just one day. I also fixed the right side of the investment menu not updating. There’s also two reset options in the MCM, one for over time (default is 2 weeks) and one to reset at will. I’m still trying to figure out the best investment formula but that will help in the meantime
During a test/stability run of my setup, i might have seen the problem where the investment prices could jump through the roof. It all comes down to the luck stat. In my Test runs, I tend to cheat my char to unnatural stats, so I can have a simple time stress testing the mods I have. One of the stats I set to insane numbers is Luck set to 5000. Because of this insane number, the calculation kinda breaks for investment calculations.
I made a personal solution by using math.clamp on the luck value to max 150 in common.calcNewPrice. As the rand value there defined the exponent for the price change, values can quickly skyrocket, the more luck is above 150, the more it skyrockets. Granted, for a normal run, unless I use cheese mechanics to push my luck to such levels will not affect things. To avoid exponential growth(which could lead to funky issues, due to overflow scenarios), caused by cheese, it might be a good idea to alter the calculations a bit, so that the luck stat(and by extension the rand variable) will determine a % increase/decrease of the price, ensuring a more linear growth. Same could probably be said for the mercantile skill, but I haven't tested it or tried to mentally simulate the whole formula to know.
"everything is customizable in the mcm." except the ability to turn off the extra currency. I looked. there is no option for it. I just want regular gold septims and that's it.
I am kinda noobish to modding (none of my work is on the nexus, it's mostly just for a small group of friends on discord and skype) but if I could get this working on OpenMW, would it be ok to post it on the nexus or would you rather post it here, or would you rather I just not post it anywhere publicly? I will respect any decision, and also don't expect it anytime soon as I work a full time job and do this in my spare time lol
If it requires MWSE, it likely can't run on openMW.
OpenMW's support for custom scrips is leagues behind MWSE, so that'll be a challenge for this mod. I suggest porting simpler mods until the openMW devs improve that aspect.
Hello. I don't entirely understand: when I bought shares for products, do they passivley generate money, or I should sell them when it's most efficient?
Seems like an amazing mod! However, I'm not fond of changing the default gold corrency for copper. I understand the choice and it makes sense, but it creates too many inconsistencies in the base game and mods' dialogues and notifications.
I hope you make a configuration for that or separate .esp to avoid that change, I'm really eager to ditch IndyBank for this.
I don't know if you've mentioned it anywhere, but are there any plans for an OpenMW version? This mod looks really great and I want to play my game with it.
This is really pretty much perfect. If I was to request one feature, it would be to be able to invest in companies/Houses as well as commodities. And, that quests affect on the share price. That would be really pretty fantastic, to be able to invest in House Hlaalu and increase the share price through your own actions, etc.
Of course, taken to its logical endpoint you should be able to short sell stock also.
65 comments
Also, bizarre that jail doesn't increase interest. I basically check almost constantly or so if the Day changed from the last check and then update the interest if it's different. I'll look into that as well.
amd you may be right about the jail only increasing one day since my code only assumes there’s a one day difference after checking
updating. There’s also two reset options in the MCM, one for over time (default is 2 weeks) and one to reset at will. I’m still trying to figure out the best investment formula but that will help in the meantime
It all comes down to the luck stat. In my Test runs, I tend to cheat my char to unnatural stats, so I can have a simple time stress testing the mods I have. One of the stats I set to insane numbers is Luck set to 5000. Because of this insane number, the calculation kinda breaks for investment calculations.
I made a personal solution by using math.clamp on the luck value to max 150 in common.calcNewPrice. As the rand value there defined the exponent for the price change, values can quickly skyrocket, the more luck is above 150, the more it skyrockets. Granted, for a normal run, unless I use cheese mechanics to push my luck to such levels will not affect things. To avoid exponential growth(which could lead to funky issues, due to overflow scenarios), caused by cheese, it might be a good idea to alter the calculations a bit, so that the luck stat(and by extension the rand variable) will determine a % increase/decrease of the price, ensuring a more linear growth. Same could probably be said for the mercantile skill, but I haven't tested it or tried to mentally simulate the whole formula to know.
Seriously though, thanks for the hard work, this mod is excellent! I'm really enjoying it.
Other thing: no bills are set as owned, you can just loot them from stores and houses and no one will care about.
OpenMW's support for custom scrips is leagues behind MWSE, so that'll be a challenge for this mod. I suggest porting simpler mods until the openMW devs improve that aspect.
I hope you make a configuration for that or separate .esp to avoid that change, I'm really eager to ditch IndyBank for this.
Cheers,
Of course, taken to its logical endpoint you should be able to short sell stock also.
I need to get out more...